I'm only half way through this video but just wanted to stop and say I LIVE for the tutorials where people point out the quirks of Daz Studio and how to fix them. Because I would have agonized for hours over why the weight map wasn't showing after clicking 'add map'. Probably would have seen it wasn't there and spent so long googling it, only to discover how to fix it later on accidentally. Happens all the time. Thank you for being so thorough in your explanation!
You're welcome. One of my biggest pet peeves in tutorials is when something doesn't go the way the presenter expects it to, so you have to watch them troubleshoot it in real time. My solution was to simply build that into the tutorial.
Great Tutorial. I have been desperate to learn more about rigging in DAZ Studio but had trouble to find a good tutorial that goes a bit deeper. There are a few good ones about rigging of hard surfaced Figures, For example yous and WP Guru's new series about rigging a rifle. But I haven't found a good one about Weight Painting at bending Joints -organic Figures, like dogs and humans. Unfortunately the documentation about Rigging and Weight Mapping in DAZ is next to not existent. So your tutorial really helped me out. -I like the way you are going step by step, mentioning possible problems and software imperfections -and how to get over them! I have learned so much! Many thanks 😄
Thanks for the tutorial. I've been looking for a way to add a mesh to an existing figure then weight map it to a bone. Adding bones to figures is no problem, it is just adding the new mesh that I am unfamiliar with. Any tips there? Use case would be to add props to a figure so it can be used in a single Puppeteer graph (e.g. Steering Wheel to Gen 8 for synced puppeteering).
I can't help you with anything Puppeteer-related, as I've never used it. From your description, it sounds like you're talking about IK chains. Have you looked into those?
@@gordigmedia Thanks for the reply - I have looked into them but they have certain limitations where they do not follow the chains correctly in some situations like Puppeteer. However, outside of using Puppeteer, I do like to see how to graft a new part to the figure and add bone(s) to it. Are there procedures just for that?
While it's not a tutorial on creating geografts per se, this post on the Daz forums covers the process of attaching a geograft to a figure: www.daz3d.com/forums/discussion/comment/5287791/#Comment_5287791 If you can follow that, then, depending on the geograft, you can just follow this video to borrow G8 bones. If it's something like a tail that doesn't use G8 bones, then you just need to open up the Joint editor and get to work.
Sorry, I didn't realize that Streamlabs wasn't recording the menus until I was editing this, so I've corrected that for future videos. Are you still having issues with this?
@@gordigmedia One I made myself.... I take the necessary steps for the morph... adjust rigging to figure and erc freeze... the morph works great for the figure, but the underlying bones do not scale. Since the cartoon style morph is disproportionate to the bones, although the bones sort of follow the rigging, it does not change the bone scale and proportions to match the new morph. for example, Let's say i created a morph with chihuahua proportions, the morph will adapt, but the corresponding bones do not. I can't do Transfer Utility, as that won't work.
@@gordigmedia Side note... I want to be able to do this process automatically, because adjusting the bone scale, placement, and rigging would be time consuming if i had to do it for each and every morph. (p.s. I also want to try and do this for dinosaurs)
Whenever I convert prop to figure the scaling for the object scales all the way down. However when I rescale the object back to its original size then reparent the donor bone to the object, the donor bones get rescaled and are huge. Any thoughts on how to fix this?
Yes. I demonstrated with the dog, but you can just as easily use a Genesis figure. You might want to give the Transfer Utility a try first, since that will also transfer over the weight maps, which I specifically didn't want because I was rigging a skeleton.
Happened to me. And for me it was because I was literally using a figure without it as a donor. So choose something like a genesis model to use as a donor.
Probably just because the dev load has a different base pose, with the toes pointed straight down into the ground. Did you have other questions about the process? You seem unsure.
@@gordigmedia I am surprised that we still don't have auto riggers for Daz3d. Manually aligning bones and weight mapping is just unnecessarily complicated
@@VictorJulioHurtado I'm not THAT surprised, since Daz Studio is, first and foremost, a platform for using Daz content, so it's probably not a priority of the development team. As for someone creating a third-party auto rigger, Daz's scripting is so poorly documented that it would be a pretty Herculean undertaking to make something like that for DS.
I'm only half way through this video but just wanted to stop and say I LIVE for the tutorials where people point out the quirks of Daz Studio and how to fix them. Because I would have agonized for hours over why the weight map wasn't showing after clicking 'add map'. Probably would have seen it wasn't there and spent so long googling it, only to discover how to fix it later on accidentally. Happens all the time. Thank you for being so thorough in your explanation!
You're welcome. One of my biggest pet peeves in tutorials is when something doesn't go the way the presenter expects it to, so you have to watch them troubleshoot it in real time. My solution was to simply build that into the tutorial.
Great Tutorial.
I have been desperate to learn more about rigging in DAZ Studio but had trouble to find a good tutorial that goes a bit deeper.
There are a few good ones about rigging of hard surfaced Figures, For example yous and WP Guru's new series about rigging a rifle.
But I haven't found a good one about Weight Painting at bending Joints -organic Figures, like dogs and humans.
Unfortunately the documentation about Rigging and Weight Mapping in DAZ is next to not existent.
So your tutorial really helped me out.
-I like the way you are going step by step, mentioning possible problems and software imperfections -and how to get over them!
I have learned so much! Many thanks 😄
Thanks, this will be very useful in future reference.
You're welcome
Thank you, nicely illustrated.
Glad you enjoyed it!
Thanks for the tutorial. I've been looking for a way to add a mesh to an existing figure then weight map it to a bone. Adding bones to figures is no problem, it is just adding the new mesh that I am unfamiliar with. Any tips there?
Use case would be to add props to a figure so it can be used in a single Puppeteer graph (e.g. Steering Wheel to Gen 8 for synced puppeteering).
I can't help you with anything Puppeteer-related, as I've never used it. From your description, it sounds like you're talking about IK chains. Have you looked into those?
@@gordigmedia Thanks for the reply - I have looked into them but they have certain limitations where they do not follow the chains correctly in some situations like Puppeteer. However, outside of using Puppeteer, I do like to see how to graft a new part to the figure and add bone(s) to it. Are there procedures just for that?
While it's not a tutorial on creating geografts per se, this post on the Daz forums covers the process of attaching a geograft to a figure: www.daz3d.com/forums/discussion/comment/5287791/#Comment_5287791
If you can follow that, then, depending on the geograft, you can just follow this video to borrow G8 bones. If it's something like a tail that doesn't use G8 bones, then you just need to open up the Joint editor and get to work.
Rigging a human i get lost around 9:37. I can't see the menus on your screen and so i don't know what you are doing.
Sorry, I didn't realize that Streamlabs wasn't recording the menus until I was editing this, so I've corrected that for future videos. Are you still having issues with this?
If you apply a morph to the dog, will the bones follow? I had issues where certain scales don't work and the bones get deformed.
Are you talking about a pre-made morph, or something you made yourself?
@@gordigmedia One I made myself.... I take the necessary steps for the morph... adjust rigging to figure and erc freeze... the morph works great for the figure, but the underlying bones do not scale. Since the cartoon style morph is disproportionate to the bones, although the bones sort of follow the rigging, it does not change the bone scale and proportions to match the new morph. for example, Let's say i created a morph with chihuahua proportions, the morph will adapt, but the corresponding bones do not. I can't do Transfer Utility, as that won't work.
@@gordigmedia Side note... I want to be able to do this process automatically, because adjusting the bone scale, placement, and rigging would be time consuming if i had to do it for each and every morph. (p.s. I also want to try and do this for dinosaurs)
I'm still not entirely sure I understand what you're asking. What are you trying to do?
Whenever I convert prop to figure the scaling for the object scales all the way down. However when I rescale the object back to its original size then reparent the donor bone to the object, the donor bones get rescaled and are huge. Any thoughts on how to fix this?
Is there scaling applied to the object before you convert to figure?
It doesnt help@@gordigmedia
Nicely done. Does this work for obj characters imported from zbrush?
Yes. I demonstrated with the dog, but you can just as easily use a Genesis figure. You might want to give the Transfer Utility a try first, since that will also transfer over the weight maps, which I specifically didn't want because I was rigging a skeleton.
obj, fbx, blender, 3DS Max, ZBrush, etc. It doesn't matter : a 3D object wherever it came from is a 3D object, thus can be rigged.
How donyou save it as a figure to use once done
Apologies, I thought I included that in the video. File -> Save As -> Support Asset -> Figure/Prop Asset.
I get an error code ''A weight mapped figure must be selected to continue''
Happened to me. And for me it was because I was literally using a figure without it as a donor. So choose something like a genesis model to use as a donor.
At what stage in the process are you getting that error? What figure are you trying to use as a donor?
Uh, thanks. perhaps I'll figure it out and get it to work. Just wondering why you didn't use the 'developer daz dog 8 instead.
Probably just because the dev load has a different base pose, with the toes pointed straight down into the ground. Did you have other questions about the process? You seem unsure.
Could you do a tutorial with a human mesh?
Honestly, I'd be unlikely to do that, because actual weight mapping is kind of my personal hell.
@@gordigmedia I am surprised that we still don't have auto riggers for Daz3d. Manually aligning bones and weight mapping is just unnecessarily complicated
@@VictorJulioHurtado I'm not THAT surprised, since Daz Studio is, first and foremost, a platform for using Daz content, so it's probably not a priority of the development team. As for someone creating a third-party auto rigger, Daz's scripting is so poorly documented that it would be a pretty Herculean undertaking to make something like that for DS.
I love you